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Let's Discuss Hammer!


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LETS DISCUSS HAMMER  

25 members have voted

  1. 1. Which gaming style do you prefer when playing with Hammer?

    • Attack
      23
    • Defence
      3
    • Support
      4
    • Parkour
      4
  2. 2. Which Hammer augments do you prefer?

    • Standard
      0
    • Slugger
      7
    • Dragon's Breath
      3
    • High-capacity ammo clip
      2
    • Duplet
      6
    • Adaptive reload
      4
    • Armor-Piercing Shot
      5
    • Blunderbuss
      6
    • Magnetic Pellets
      3
    • Wyvern's Breath
      1
    • Jamming Shot
      3
    • Stunning Pellets
      5
    • Adrenaline
      0
  3. 3. Which skin for Hammer do you prefer?

    • Standard
      10
    • XT
      16


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5 hours ago, Benefactor said:

Any Hammer user have an opinion on Blunderbuss?

I don't own it, I've seen some uses of it.

From my knowledge it has a damage of 1836, crit damage is the same, higher crit chance, 3 second reload. Damage is certainly high, but vertical spread is increased. It's more of a gambler than a statisticians augment.

Let me point out. Many that have used it, have generally used it with Booster and/or Viking (mainly showcasing with OD), but literally anything looks strong with it, so all youtubers have failed me yet again with a mediocre display. Hence why I cannot fully see it's actual potential. A friend who owns it told me it's not as reliable, hence RNG. Another friend also said it's fun. Yes, you can use it with Hornet to get a nice duration of crits or even dictator for a short duration of 1 crit, but will your 15 pellets go where you need them to go?

Personally as far as Hammer augments go;

Hands down, AP Hammer is a top notch one.

Many say Slugger is better, but a Stock hammer that knows how to control the spread can easily outdo a slugger player.

Let us also acknowledge that the reload reduction of 20% that Tanki said they would remove from AP Hammer during Hammers reload change was never removed. So AP hammer still has a reload of 2.4s instead of the 3s. 0.6s can make a big difference in many games, especially if that target is AP'd, an easy up to casual 2k+ damage, plus if you fail to kill them, no worries, the AP lasts 7 seconds. It's a solid augment, that can be very team supportive and symbiotic with other allies that know you are there. Also by utilising the spread, you can AP multiple targets for 7 seconds.

So what happens when you face AP immunity, well you basically have stock, but a sweet nice 2.4s reload instead of 3s.

To sum up, if you like seeing high damage counters and trying to get lucky or forcing luck with something like Hornet OD, then the blunderbuss may sound like a thing for you. If not, other augments do exist that can likely let you perform more reliably. 

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I have some ideas for balancing out Hammer's augments.

  • Nerf Slugger's reload inside the clip. This Rare augment beats up some Epic ones (Large Clip and Dragon's Breath).
  • Return older Dragon's Breath mechanism, where each shot ignites the target. In exchange turn off the critical damage.
  • Make Large Clip  reload inside the clip faster, but long out reload after clip was shooted. Right now it looks like a bit different version of the Adaptive reload.
  • Change Armor-Piercing Shot to right now's Dragon's Breath state, where we have more Critical shots, but the effect only applies by them.
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5 hours ago, The_Voltage said:

I have some ideas for balancing out Hammer's augments.

  • Nerf Slugger's reload inside the clip. This Rare augment beats up some Epic ones (Large Clip and Dragon's Breath).
  • Return older Dragon's Breath mechanism, where each shot ignites the target. In exchange turn off the critical damage.
  • Make Large Clip  reload inside the clip faster, but long out reload after clip was shooted. Right now it looks like a bit different version of the Adaptive reload.
  • Change Armor-Piercing Shot to right now's Dragon's Breath state, where we have more Critical shots, but the effect only applies by them.

Sluggers increased reload sounds good.

Dragonbreath is good as it is imo, iirc it has a 33% crit chance or so.

HCAP imo seems fine as is, unsure of adaptive.

As for AP, first the reload buff os -20% needs to be removed (which they haven't fixed), buffing it to 33% chance imo doesn't sound as good, currently the downside is the first 2 clips must be cycled. Making it similar to smoky in a sense that it needs '2 fodder shots', if anything, potentially decrease AP duration from 7 to 5s so that one cannot AP lock a player, and remove the reload buff that was meant to be removed but was never.

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30 minutes ago, wolverine848 said:

WHAT???? ?

Yes, AP Hammers AP effect lasts a solid 7 seconds. Of which only is applied from it's 3rd shot in the clip. Which means you can 'AP lock' anyone who doesn't have AP imm, but in most occasions they or you die. Most ideal situation is an ally kills the player that is AP'd to be optimal for an 'AP supportive player'. Also since there are 9 pellets, each of these pellets can apply an AP, so you can technically AP around 3 people or so.

It still has the a 20% reduced reload, which was meant to be removed upon the reload buff for stock hammer, which I reported around a day later of the update.

Though I wonder, why has this issue not been fixed? Maybe the community seems to think Slugger is better at times when they may own it? AP imm's have been becoming common, especially Titan AP imm, due to the BP, so essentially the aug does get a lil weak spot. But still is pretty good since it has that hot 2.4s unfixed reload compared to 3s. If you can aim well, it's no issue, and can perform on par or even better than slugger since crit damages exist.

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On 11/16/2020 at 8:35 AM, Tidebreaker said:

HCAC > Armor-Piercing Shot > Slugger > Adaptive reload > Dragon's Breath > Adrenaline > Duplet.

HCAC: I always used HCAC to begin with, even when it had all those downsides. There was also a time where you could pair HCAC with Slugger...which was awesome.

Nowadays, it's the only turret augment that is a direct upgrade, and I cannot tell you how awesome this is. You have no downsides, and five shots in your clip, which can slaughter a whole team of attackers provided you use Hunter to stop them all in your tracks. It's necessary to learn the pellet spread, but that's actually quite easy to do in practice compared to its difficulty on paper.

To this day, it's still my favorite augment.

AP Shot: The duration is really powerful. I'd say this comes very close to HCAC, but the problem here is managing your shots straight after applying the effect, as you only have one chance to make it work as a result of the downtime.

Slugger: I don't really need to go in depth here - everyone knows what it does and why it's popular.

Adaptive reload: Retains the same accuracy and a tiny increase in reload for the chance to have infinite ammo as long as you manage damage well. Cannot be countered by Heat Immunity, which is exactly why Dragon's Breath pales in comparison.

Dragon's Breath: Exactly the same clip reload penalty, and suffers against Heat augments. Nothing else to say here, really.

Adrenaline: The Adrenaline augments are, as a whole, underwhelming due to a damage bug not allowing them to reach their full potential. This applies to Hammer as well.

Duplet: Stay dead. No one liked how brokenly OP you were at the beginning of 2019.

So is Default Hammer better than Duplet then? XD

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19 minutes ago, Tanker-Arthur said:

So is Default Hammer better than Duplet then? XD

The recent buff may have made it a lil better, but the long reload isnt near as worth in many situations unless u hold defence and enemies come in a few waves where you can utilise spread, and ideally hornet or dic od.
Aside from that, those rankings he made will be fairly changed if he made it today.

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Just now, Rutgers said:

Hammer's reload should be increased by a second or so. This 2 second decrease in reload is a bit too fast for hammer

Are you referring to the shot reload or the clip reload?

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Just now, Rutgers said:

The clip reload. The one where it has to reload all 3 shots back in the clip.

 

The time between shots is fine. Hopefully I didn't mix these two things up.

The shot reload is what takes ~2 seconds, so yeah you mixed them up a bit. I agre, needs to be 4 seconds, and preferably, all of its augments receive clip reload penalties like Blunderbuss and Duplet. 

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Blunderbuss may not be flat-out OP, but the increased chance to get a critical hit makes it really annoying to fight against, especially when the enemy is using a damage-boosting drone like Booster or Crisis.

Here, a large portion of my deaths were to Angle who used Blunderbuss/Viking/Booster. They would very frequently do a lot of damage to me because the critical hits would get past my 44% Hammer protection.

zeddd777 originally used Blunderbuss/Hunter/Crisis, but they were a little bit easier to fight against because I could simply wait for when they'd exit Armor mode.

Screen_Shot_2021-05-22_at_9.47.47_PM.png

Edited by GrayWolf8733

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6 minutes ago, Crossbone said:

So what happened to dragons breath augment?

It became a broken mess 

 

Instead of heating a target with each individual pellet of each individual shot, it instead heats targets to maximum temperature upon a Critical hit. Stock Hammer has a maximum critical chance of 10%, but equipping Dragon's Breath raises the maximum chance to 33%. In addition to that, due to Hammer's gimmick with critical hit, any enemy hit with a pellet from a critical shot will take full damage, and as such, increase each target hit to maximum temperature. 

 

Basically what this means is you have a 3.3x higher crit rate than Stock, anyone hit by at least 1 pellet will be put to maximum temperature, and all for the price of having to wait 0.3 seconds longer for your clip to reload...which just so happened to be buffed to insanity in February, the same day Striker received its first buff in 2021. ?

 

Here's a video showcasing it. 

 

 

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6 minutes ago, TheCongoSpider said:

It became a broken mess 

 

Instead of heating a target with each individual pellet of each individual shot, it instead heats targets to maximum temperature upon a Critical hit. Stock Hammer has a maximum critical chance of 10%, but equipping Dragon's Breath raises the maximum chance to 33%. In addition to that, due to Hammer's gimmick with critical hit, any enemy hit with a pellet from a critical shot will take full damage, and as such, increase each target hit to maximum temperature. 

 

Basically what this means is you have a 3.3x higher crit rate than Stock, anyone hit by at least 1 pellet will be put to maximum temperature, and all for the price of having to wait 0.3 seconds longer for your clip to reload...which just so happened to be buffed to insanity in February, the same day Striker received its first buff in 2021. ?

 

Here's a video showcasing it. 

 

 

Damn, I'm glad I got it from a free Container recently!

On a side note, this guy is an Esports player and very good at the game. And in his latest stream he's using this combo ?

Edited by LambSauce

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Good god, arms race showed me how bad of a turret this is compared to others. That and Railgun. Hit enemy dead on and you might get 900 if you get it perfectly, otherwise have fun dealing 300 damage. Outdamaged by pretty much everything. I feel bad for the poor soul that picks this weapon without any alteration when starting the game

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1 hour ago, pocrettttt said:

hammer effect augments should be on crit and not last hits

Then people will start using hornet/dic a bit more to abuse the crit supercharged feature like with blunderbuss.

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To add on; Viking OD nullifies such status EMP/AP hammer augs because there is no 'last shot' clip, so crits would be a win instead for them no? That goes on for many other augs too but we shall stick with hammer.

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8 hours ago, The_Resistance said:

It was.

At least, on paper)

Wiki says otherwise thru data, also I reported this issue long long long ago, clearly tanki doesn't see this as an issue; 

 

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Looks like Wyvern's Breath  is too weak, you nerfed his critical damage, but why? freezing doesn't do extra damage, and also the critical chance is really an problem, because i just crit  1, each 5 shots , i guess that could be the last shot, this is the worst new augment i have ever seen

edit: The augment is a good idea, but nerf the crit damage by 50% is bad,because its just freeze, and not burning.

Also that crit chance could be  more hight, like 50% inicial/max, and 0% for next shoot (like already does) // ( or just put in last shot the effect)

Edited by pocrettttt
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On 8/3/2021 at 9:38 PM, PirateSpider said:

Damn, stock hammer feels pretty bad to play with. Even at point blank with damage boost, I sometimes only deal 100 points of damage. What happened?

So it was simply a bug, I'm glad they fixed it. It feels playable again.

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